diff options
Diffstat (limited to 'src/core.c')
| -rw-r--r-- | src/core.c | 795 |
1 files changed, 510 insertions, 285 deletions
@@ -53,8 +53,7 @@ #include <string.h> // String function definitions, memset() #include <errno.h> // Macros for reporting and retrieving error conditions through error codes -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - +#if defined(PLATFORM_DESKTOP) #define GLAD_EXTENSIONS_LOADER #if defined(GLEW_EXTENSIONS_LOADER) #define GLEW_STATIC @@ -62,14 +61,16 @@ #elif defined(GLAD_EXTENSIONS_LOADER) #include "glad.h" // GLAD library: Manage OpenGL headers and extensions #endif +#endif +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) //#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3 - #include <GLFW/glfw3.h> // GLFW3 library: Windows, OpenGL context and Input management + #include <GLFW/glfw3.h> // GLFW3 library: Windows, OpenGL context and Input management #ifdef __linux - #define GLFW_EXPOSE_NATIVE_X11 // Linux specific definitions for getting - #define GLFW_EXPOSE_NATIVE_GLX // native functions like glfwGetX11Window - #include <GLFW/glfw3native.h> // which are required for hiding mouse + #define GLFW_EXPOSE_NATIVE_X11 // Linux specific definitions for getting + #define GLFW_EXPOSE_NATIVE_GLX // native functions like glfwGetX11Window + #include <GLFW/glfw3native.h> // which are required for hiding mouse #endif //#include <GL/gl.h> // OpenGL functions (GLFW3 already includes gl.h) //#define GLFW_DLL // Using GLFW DLL on Windows -> No, we use static version! @@ -101,11 +102,6 @@ #include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions #include "EGL/eglext.h" // Khronos EGL library - Extensions #include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library - - #define DEFAULT_KEYBOARD_DEV "/dev/input/event0" // Not used, keyboard inputs are read raw from stdin - #define DEFAULT_MOUSE_DEV "/dev/input/event1" - //#define DEFAULT_MOUSE_DEV "/dev/input/mouse0" - #define DEFAULT_GAMEPAD_DEV "/dev/input/js0" #endif #if defined(PLATFORM_WEB) @@ -116,6 +112,22 @@ //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- +#define STORAGE_FILENAME "storage.data" + +#if defined(PLATFORM_RPI) + // Old device inputs system + #define DEFAULT_KEYBOARD_DEV STDIN_FILENO // Standard input + #define DEFAULT_MOUSE_DEV "/dev/input/mouse0" + #define DEFAULT_GAMEPAD_DEV "/dev/input/js0" + + // New device input events (evdev) (must be detected) + //#define DEFAULT_KEYBOARD_DEV "/dev/input/eventN" + //#define DEFAULT_MOUSE_DEV "/dev/input/eventN" + //#define DEFAULT_GAMEPAD_DEV "/dev/input/eventN" + + #define MOUSE_SENSITIVITY 0.8f + #define MAX_GAMEPAD_BUTTONS 11 +#endif //---------------------------------------------------------------------------------- // Types and Structures Definition @@ -140,24 +152,24 @@ static int currentButtonState[128] = { 1 }; // Required to check if button p #elif defined(PLATFORM_RPI) static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device) -// Input variables (mouse/keyboard) -static int mouseStream = -1; // Mouse device file descriptor -static bool mouseReady = false; // Flag to know if mouse is ready -pthread_t mouseThreadId; // Mouse reading thread id - +// Keyboard input variables // NOTE: For keyboard we will use the standard input (but reconfigured...) +static struct termios defaultKeyboardSettings; // Used to store default keyboard settings static int defaultKeyboardMode; // Used to store default keyboard mode -static struct termios defaultKeyboardSettings; // Used to staore default keyboard settings -static int keyboardMode = 0; // Keyboard mode: 1 (KEYCODES), 2 (ASCII) - -// This array maps Unix keycodes to ASCII equivalent and to GLFW3 equivalent for special function keys (>256) -const short UnixKeycodeToASCII[128] = { 256, 49, 50, 51, 52, 53, 54, 55, 56, 57, 48, 45, 61, 259, 9, 81, 87, 69, 82, 84, 89, 85, 73, 79, 80, 91, 93, 257, 341, 65, 83, 68, - 70, 71, 72, 74, 75, 76, 59, 39, 96, 340, 92, 90, 88, 67, 86, 66, 78, 77, 44, 46, 47, 344, -1, 342, 32, -1, 290, 291, 292, 293, 294, 295, 296, - 297, 298, 299, -1, -1, -1, -1, -1, 45, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 257, 345, 47, -1, - 346, -1, -1, 265, -1, 263, 262, -1, 264, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }; +// Mouse input variables +static int mouseStream = -1; // Mouse device file descriptor +static bool mouseReady = false; // Flag to know if mouse is ready +pthread_t mouseThreadId; // Mouse reading thread id +// Gamepad input variables static int gamepadStream = -1; // Gamepad device file descriptor +static bool gamepadReady = false; // Flag to know if gamepad is ready +pthread_t gamepadThreadId; // Gamepad reading thread id + +int gamepadButtons[MAX_GAMEPAD_BUTTONS]; +int gamepadAxisX = 0; +int gamepadAxisY = 0; #endif #if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) @@ -180,7 +192,7 @@ static bool fullscreen = false; // Fullscreen mode (useful only for static Matrix downscaleView; // Matrix to downscale view (in case screen size bigger than display size) #if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) -static Vector2 touchPosition; // Touch position on screen +static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen #endif #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) @@ -208,7 +220,9 @@ static int exitKey = KEY_ESCAPE; // Default exit key (ESC) static int lastKeyPressed = -1; // Register last key pressed static bool cursorHidden; // Track if cursor is hidden +#endif +#if defined(PLATFORM_DESKTOP) static char **dropFilesPath; // Store dropped files paths as strings static int dropFilesCount = 0; // Count stored strings #endif @@ -242,17 +256,20 @@ static void LogoAnimation(void); // Plays raylib logo app static void SetupFramebufferSize(int displayWidth, int displayHeight); #if defined(PLATFORM_RPI) -static void InitMouse(void); // Mouse initialization (including mouse thread) -static void *MouseThread(void *arg); // Mouse reading thread static void InitKeyboard(void); // Init raw keyboard system (standard input reading) +static void ProcessKeyboard(void); // Process keyboard events static void RestoreKeyboard(void); // Restore keyboard system +static void InitMouse(void); // Mouse initialization (including mouse thread) +static void *MouseThread(void *arg); // Mouse reading thread static void InitGamepad(void); // Init raw gamepad input +static void *GamepadThread(void *arg); // Mouse reading thread #endif #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed +static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value) static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area @@ -320,6 +337,10 @@ void InitWindow(int width, int height, const char *title) emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenInputCallback); emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenInputCallback); emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenInputCallback); + + // TODO: Add gamepad support (not provided by GLFW3 on emscripten) + //emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenInputCallback); + //emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenInputCallback); #endif mousePosition.x = (float)screenWidth/2.0f; @@ -355,7 +376,7 @@ void InitWindow(int width, int height, struct android_app *state) if (orientation == ACONFIGURATION_ORIENTATION_PORT) TraceLog(INFO, "PORTRAIT window orientation"); else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TraceLog(INFO, "LANDSCAPE window orientation"); - // TODO: Review, it doesn't work... + // TODO: Automatic orientation doesn't seem to work if (width <= height) { AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_PORT); @@ -463,6 +484,7 @@ bool IsWindowMinimized(void) } // Fullscreen toggle +// TODO: When destroying window context is lost and resources too, take care! void ToggleFullscreen(void) { #if defined(PLATFORM_DESKTOP) @@ -590,7 +612,7 @@ void Begin3dMode(Camera camera) // Setup perspective projection float aspect = (float)screenWidth/(float)screenHeight; - double top = 0.1f*tan(45.0f*PI/360.0f); + double top = 0.1*tan(45.0*PI/360.0); double right = top*aspect; // NOTE: zNear and zFar values are important when computing depth buffer values @@ -629,7 +651,7 @@ void SetTargetFPS(int fps) // Returns current FPS float GetFPS(void) { - return (float)(1/frameTime); + return (float)(1.0/frameTime); } // Returns time in seconds for one frame @@ -754,7 +776,7 @@ void ShowLogo(void) showLogo = true; } -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) +#if defined(PLATFORM_DESKTOP) // Check if a file have been dropped into window bool IsFileDropped(void) { @@ -790,10 +812,10 @@ void StorageSaveValue(int position, int value) FILE *storageFile = NULL; // Try open existing file to append data - storageFile = fopen("storage.data", "rb+"); + storageFile = fopen(STORAGE_FILENAME, "rb+"); // If file doesn't exist, create a new storage data file - if (!storageFile) storageFile = fopen("storage.data", "wb"); + if (!storageFile) storageFile = fopen(STORAGE_FILENAME, "wb"); if (!storageFile) TraceLog(WARNING, "Storage data file could not be created"); else @@ -821,7 +843,7 @@ int StorageLoadValue(int position) int value = 0; // Try open existing file to append data - FILE *storageFile = fopen("storage.data", "rb"); + FILE *storageFile = fopen(STORAGE_FILENAME, "rb"); if (!storageFile) TraceLog(WARNING, "Storage data file could not be found"); else @@ -888,8 +910,8 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) MatrixInvert(&matProjView); // Calculate far and near points - Quaternion near = { deviceCoords.x, deviceCoords.y, 0, 1}; - Quaternion far = { deviceCoords.x, deviceCoords.y, 1, 1}; + Quaternion near = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f}; + Quaternion far = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f}; // Multiply points by unproject matrix QuaternionTransform(&near, matProjView); @@ -938,6 +960,12 @@ Vector2 WorldToScreen(Vector3 position, Camera camera) return screenPosition; } +// Get transform matrix for camera +Matrix GetCameraMatrix(Camera camera) +{ + return MatrixLookAt(camera.position, camera.target, camera.up); +} + //---------------------------------------------------------------------------------- // Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions //---------------------------------------------------------------------------------- @@ -1091,23 +1119,44 @@ void ShowCursor() cursorHidden = false; } +// Disable mouse cursor +void DisableCursor() +{ +#if defined(PLATFORM_DESKTOP) + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); +#endif + cursorHidden = true; +} + +// Enable mouse cursor +void EnableCursor() +{ +#if defined(PLATFORM_DESKTOP) + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); +#endif + cursorHidden = false; +} + // Check if mouse cursor is hidden bool IsCursorHidden() { return cursorHidden; } -#endif -// TODO: Enable gamepad usage on Rapsberry Pi -// NOTE: emscripten not implemented -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) +// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB) + // Detect if a gamepad is available bool IsGamepadAvailable(int gamepad) { - int result = glfwJoystickPresent(gamepad); + bool result = false; + +#if defined(PLATFORM_RPI) + if (gamepadReady && (gamepad == 0)) result = true; +#else + if (glfwJoystickPresent(gamepad) == 1) result = true; +#endif - if (result == 1) return true; - else return false; + return result; } // Return axis movement vector for a gamepad @@ -1116,10 +1165,15 @@ Vector2 GetGamepadMovement(int gamepad) Vector2 vec = { 0, 0 }; const float *axes; - int axisCount; - + int axisCount = 0; + +#if defined(PLATFORM_RPI) + // TODO: Get gamepad axis information + // Use gamepadAxisX, gamepadAxisY +#else axes = glfwGetJoystickAxes(gamepad, &axisCount); - +#endif + if (axisCount >= 2) { vec.x = axes[0]; // Left joystick X @@ -1152,16 +1206,23 @@ bool IsGamepadButtonPressed(int gamepad, int button) // Detect if a gamepad button is being pressed bool IsGamepadButtonDown(int gamepad, int button) { + bool result = false; + +#if defined(PLATFORM_RPI) + // Get gamepad buttons information + if ((gamepad == 0) && (gamepadButtons[button] == 1)) result = true; + else result = false; +#else const unsigned char *buttons; int buttonsCount; - + buttons = glfwGetJoystickButtons(gamepad, &buttonsCount); - if ((buttons != NULL) && (buttons[button] == GLFW_PRESS)) - { - return true; - } - else return false; + if ((buttons != NULL) && (buttons[button] == GLFW_PRESS)) result = true; + else result = false; +#endif + + return result; } // Detect if a gamepad button has NOT been pressed once @@ -1184,41 +1245,59 @@ bool IsGamepadButtonReleased(int gamepad, int button) // Detect if a mouse button is NOT being pressed bool IsGamepadButtonUp(int gamepad, int button) { + bool result = false; + +#if defined(PLATFORM_RPI) + // Get gamepad buttons information + if ((gamepad == 0) && (gamepadButtons[button] == 0)) result = true; + else result = false; +#else const unsigned char *buttons; int buttonsCount; buttons = glfwGetJoystickButtons(gamepad, &buttonsCount); - if ((buttons != NULL) && (buttons[button] == GLFW_RELEASE)) - { - return true; - } - else return false; -} + if ((buttons != NULL) && (buttons[button] == GLFW_RELEASE)) result = true; + else result = false; #endif -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) + return result; +} +#endif //defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) + // Returns touch position X int GetTouchX(void) { - return (int)touchPosition.x; +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) + return (int)touchPosition[0].x; +#else // PLATFORM_DESKTOP, PLATFORM_RPI + return GetMouseX(); +#endif } // Returns touch position Y int GetTouchY(void) { - return (int)touchPosition.y; +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) + return (int)touchPosition[0].y; +#else // PLATFORM_DESKTOP, PLATFORM_RPI + return GetMouseY(); +#endif } // Returns touch position XY -// TODO: touch position should be scaled depending on display size and render size -Vector2 GetTouchPosition(void) +// TODO: Touch position should be scaled depending on display size and render size +Vector2 GetTouchPosition(int index) { - Vector2 position = touchPosition; + Vector2 position = { -1.0f, -1.0f }; + +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) + if (index < MAX_TOUCH_POINTS) position = touchPosition[index]; + else TraceLog(WARNING, "Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS); if ((screenWidth > displayWidth) || (screenHeight > displayHeight)) { - // TODO: Seems to work ok but... review! + // TODO: Review touch position scaling for screenSize vs displaySize position.x = position.x*((float)screenWidth/(float)(displayWidth - renderOffsetX)) - renderOffsetX/2; position.y = position.y*((float)screenHeight/(float)(displayHeight - renderOffsetY)) - renderOffsetY/2; } @@ -1227,10 +1306,14 @@ Vector2 GetTouchPosition(void) position.x = position.x*((float)renderWidth/(float)displayWidth) - renderOffsetX/2; position.y = position.y*((float)renderHeight/(float)displayHeight) - renderOffsetY/2; } +#else // PLATFORM_DESKTOP, PLATFORM_RPI + if (index == 0) position = GetMousePosition(); +#endif return position; } +#if defined(PLATFORM_ANDROID) // Detect if a button has been pressed once bool IsButtonPressed(int button) { @@ -1333,10 +1416,24 @@ static void InitDisplay(int width, int height) if (fullscreen) { // At this point we need to manage render size vs screen size - // NOTE: This function uses and modifies global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView + // NOTE: This function uses and modifies global module variables: + // screenWidth/screenHeight - renderWidth/renderHeight - downscaleView SetupFramebufferSize(displayWidth, displayHeight); + + // TODO: SetupFramebufferSize() does not consider properly display video modes. + // It setups a renderWidth/renderHeight with black bars that could not match a valid video mode, + // and so, framebuffer is not scaled properly to some monitors. + + int count; + const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count); + + for (int i = 0; i < count; i++) + { + // TODO: Check modes[i]->width; + // TODO: Check modes[i]->height; + } - window = glfwCreateWindow(renderWidth, renderHeight, windowTitle, glfwGetPrimaryMonitor(), NULL); + window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, glfwGetPrimaryMonitor(), NULL); } else { @@ -1345,10 +1442,8 @@ static void InitDisplay(int width, int height) #if defined(PLATFORM_DESKTOP) // Center window on screen - const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor()); - - int windowPosX = mode->width/2 - screenWidth/2; - int windowPosY = mode->height/2 - screenHeight/2; + int windowPosX = displayWidth/2 - screenWidth/2; + int windowPosY = displayHeight/2 - screenHeight/2; if (windowPosX < 0) windowPosX = 0; if (windowPosY < 0) windowPosY = 0; @@ -1379,6 +1474,7 @@ static void InitDisplay(int width, int height) glfwSetCursorEnterCallback(window, CursorEnterCallback); glfwSetKeyCallback(window, KeyCallback); glfwSetMouseButtonCallback(window, MouseButtonCallback); + glfwSetCursorPosCallback(window, MouseCursorPosCallback); // Track mouse position changes glfwSetCharCallback(window, CharCallback); glfwSetScrollCallback(window, ScrollCallback); glfwSetWindowIconifyCallback(window, WindowIconifyCallback); @@ -1388,6 +1484,7 @@ static void InitDisplay(int width, int height) glfwMakeContextCurrent(window); +#if defined(PLATFORM_DESKTOP) // Extensions initialization for OpenGL 3.3 if (rlGetVersion() == OPENGL_33) { @@ -1419,6 +1516,7 @@ static void InitDisplay(int width, int height) //if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object #endif } +#endif // Enables GPU v-sync, so frames are not limited to screen refresh rate (60Hz -> 60 FPS) // If not set, swap interval uses GPU v-sync configuration @@ -1622,8 +1720,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i #endif else currentKeyState[key] = action; - // HACK for GuiTextBox, to deteck back key - // TODO: Review... + // TODO: Review (and remove) this HACK for GuiTextBox, to deteck back key if ((key == 259) && (action == GLFW_PRESS)) lastKeyPressed = 3; } @@ -1631,6 +1728,59 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods) { currentMouseState[button] = action; + +#define ENABLE_MOUSE_GESTURES +#if defined(ENABLE_MOUSE_GESTURES) + // Process mouse events as touches to be able to use mouse-gestures + GestureEvent gestureEvent; + + // Register touch actions + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_DOWN; + else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_UP; + + // NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback() + + // Assign a pointer ID + gestureEvent.pointerId[0] = 0; + + // Register touch points count + gestureEvent.pointCount = 1; + + // Register touch points position, only one point registered + gestureEvent.position[0] = GetMousePosition(); + + // Normalize gestureEvent.position[0] for screenWidth and screenHeight + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures system for processing + ProcessGestureEvent(gestureEvent); +#endif +} + +// GLFW3 Cursor Position Callback, runs on mouse move +static void MouseCursorPosCallback(GLFWwindow *window, double x, double y) +{ +#define ENABLE_MOUSE_GESTURES +#if defined(ENABLE_MOUSE_GESTURES) + // Process mouse events as touches to be able to use mouse-gestures + GestureEvent gestureEvent; + + gestureEvent.touchAction = TOUCH_MOVE; + + // Register touch points count + gestureEvent.pointCount = 1; + + // Register touch points position, only one point registered + gestureEvent.position[0] = (Vector2){ (float)x, (float)y }; + + // Normalize gestureEvent.position[0] for screenWidth and screenHeight + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures system for processing + ProcessGestureEvent(gestureEvent); +#endif } // GLFW3 Char Key Callback, runs on key pressed (get char value) @@ -1831,8 +1981,13 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) if (type == AINPUT_EVENT_TYPE_MOTION) { - touchPosition.x = AMotionEvent_getX(event, 0); - touchPosition.y = AMotionEvent_getY(event, 0); + // Get first touch position + touchPosition[0].x = AMotionEvent_getX(event, 0); + touchPosition[0].y = AMotionEvent_getY(event, 0); + + // Get second touch position + touchPosition[1].x = AMotionEvent_getX(event, 1); + touchPosition[1].y = AMotionEvent_getY(event, 1); } else if (type == AINPUT_EVENT_TYPE_KEY) { @@ -1876,11 +2031,22 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) // Register touch points count gestureEvent.pointCount = AMotionEvent_getPointerCount(event); + // Register touch points id + gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0); + gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1); + // Register touch points position // NOTE: Only two points registered gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) }; gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) }; + // Normalize gestureEvent.position[x] for screenWidth and screenHeight + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + gestureEvent.position[1].x /= (float)GetScreenWidth(); + gestureEvent.position[1].y /= (float)GetScreenHeight(); + // Gesture data is sent to gestures system for processing ProcessGestureEvent(gestureEvent); @@ -1948,7 +2114,7 @@ static bool GetKeyStatus(int key) #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) return glfwGetKey(window, key); #elif defined(PLATFORM_ANDROID) - // TODO: Check virtual keyboard (?) + // TODO: Check for virtual keyboard return false; #elif defined(PLATFORM_RPI) // NOTE: Keys states are filled in PollInputEvents() @@ -1963,10 +2129,10 @@ static bool GetMouseButtonStatus(int button) #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) return glfwGetMouseButton(window, button); #elif defined(PLATFORM_ANDROID) - // TODO: Check virtual keyboard (?) + // TODO: Check for virtual keyboard return false; #elif defined(PLATFORM_RPI) - // NOTE: mouse buttons array is filled on PollInputEvents() + // NOTE: Mouse buttons states are filled in PollInputEvents() return currentMouseState[button]; #endif } @@ -1974,11 +2140,9 @@ static bool GetMouseButtonStatus(int button) // Poll (store) all input events static void PollInputEvents(void) { -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) - - // TODO: Remove this requirement... + // NOTE: Gestures update must be called every frame to reset gestures correctly + // because ProcessGestureEvent() is just called on an event, not every frame UpdateGestures(); -#endif #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) // Mouse input polling @@ -1990,8 +2154,7 @@ static void PollInputEvents(void) mousePosition.x = (float)mouseX; mousePosition.y = (float)mouseY; - // Keyboard polling - // Automatically managed by GLFW3 through callback + // Keyboard input polling (automatically managed by GLFW3 through callback) lastKeyPressed = -1; // Register previous keys states @@ -2030,131 +2193,168 @@ static void PollInputEvents(void) // NOTE: Keyboard reading could be done using input_event(s) reading or just read from stdin, // we use method 2 (stdin) but maybe in a future we should change to method 1... + ProcessKeyboard(); + + // NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread() + +#endif +} + +#if defined(PLATFORM_RPI) +// Initialize Keyboard system (using standard input) +static void InitKeyboard(void) +{ + // NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor + // Make stdin non-blocking (not enough, need to configure to non-canonical mode) + int flags = fcntl(STDIN_FILENO, F_GETFL, 0); // F_GETFL: Get the file access mode and the file status flags + fcntl(STDIN_FILENO, F_SETFL, flags | O_NONBLOCK); // F_SETFL: Set the file status flags to the value specified + + // Save terminal keyboard settings and reconfigure terminal with new settings + struct termios keyboardNewSettings; + tcgetattr(STDIN_FILENO, &defaultKeyboardSettings); // Get current keyboard settings + keyboardNewSettings = defaultKeyboardSettings; + + // New terminal settings for keyboard: turn off buffering (non-canonical mode), echo and key processing + // NOTE: ISIG controls if ^C and ^Z generate break signals or not + keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG); + //keyboardNewSettings.c_iflag &= ~(ISTRIP | INLCR | ICRNL | IGNCR | IXON | IXOFF); + keyboardNewSettings.c_cc[VMIN] = 1; + keyboardNewSettings.c_cc[VTIME] = 0; + + // Set new keyboard settings (change occurs immediately) + tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings); + + // NOTE: Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE, we change that! -> WHY??? + + // Save old keyboard mode to restore it at the end + if (ioctl(STDIN_FILENO, KDGKBMODE, &defaultKeyboardMode) < 0) + { + // NOTE: It could mean we are using a remote keyboard through ssh! + TraceLog(WARNING, "Could not change keyboard mode (SSH keyboard?)"); + } + else + { + // We reconfigure keyboard mode to get: + // - scancodes (K_RAW) + // - keycodes (K_MEDIUMRAW) + // - ASCII chars (K_XLATE) + // - UNICODE chars (K_UNICODE) + ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE); + } + + // Register keyboard restore when program finishes + atexit(RestoreKeyboard); +} + +// Process keyboard inputs +// TODO: Most probably input reading and processing should be in a separate thread +static void ProcessKeyboard(void) +{ + #define MAX_KEYBUFFER_SIZE 32 // Max size in bytes to read + // Keyboard input polling (fill keys[256] array with status) - int numKeysBuffer = 0; // Keys available on buffer - char keysBuffer[32]; // Max keys to be read at a time + int bufferByteCount = 0; // Bytes available on the buffer + char keysBuffer[MAX_KEYBUFFER_SIZE]; // Max keys to be read at a time // Reset pressed keys array for (int i = 0; i < 512; i++) currentKeyState[i] = 0; // Read availables keycodes from stdin - numKeysBuffer = read(STDIN_FILENO, keysBuffer, 32); // POSIX system call + bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call - // Fill array with pressed keys - for (int i = 0; i < numKeysBuffer; i++) + // Fill all read bytes (looking for keys) + for (int i = 0; i < bufferByteCount; i++) { - //TraceLog(INFO, "Bytes on keysBuffer: %i", numKeysBuffer); - - int key = keysBuffer[i]; + TraceLog(DEBUG, "Bytes on keysBuffer: %i", bufferByteCount); + + //printf("Key(s) bytes: "); + //for (int i = 0; i < bufferByteCount; i++) printf("0x%02x ", keysBuffer[i]); + //printf("\n"); - if (keyboardMode == 2) // scancodes + // NOTE: If (key == 0x1b), depending on next key, it could be a special keymap code! + // Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42 + if (keysBuffer[i] == 0x1b) { - // NOTE: If (key == 0x1b), depending on next key, it could be a special keymap code! - // Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42 - if (key == 0x1b) + // Detect ESC to stop program + if (bufferByteCount == 1) currentKeyState[256] = 1; // raylib key: KEY_ESCAPE + else { - if (keysBuffer[i+1] == 0x5b) // Special function key + if (keysBuffer[i + 1] == 0x5b) // Special function key { - switch (keysBuffer[i+2]) + if ((keysBuffer[i + 2] == 0x5b) || (keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) { - case 0x41: currentKeyState[265] = 1; break; - case 0x42: currentKeyState[264] = 1; break; - case 0x43: currentKeyState[262] = 1; break; - case 0x44: currentKeyState[263] = 1; break; - default: break; + // Process special function keys (F1 - F12) + switch (keysBuffer[i + 3]) + { + case 0x41: currentKeyState[290] = 1; break; // raylib KEY_F1 + case 0x42: currentKeyState[291] = 1; break; // raylib KEY_F2 + case 0x43: currentKeyState[292] = 1; break; // raylib KEY_F3 + case 0x44: currentKeyState[293] = 1; break; // raylib KEY_F4 + case 0x45: currentKeyState[294] = 1; break; // raylib KEY_F5 + case 0x37: currentKeyState[295] = 1; break; // raylib KEY_F6 + case 0x38: currentKeyState[296] = 1; break; // raylib KEY_F7 + case 0x39: currentKeyState[297] = 1; break; // raylib KEY_F8 + case 0x30: currentKeyState[298] = 1; break; // raylib KEY_F9 + case 0x31: currentKeyState[299] = 1; break; // raylib KEY_F10 + case 0x33: currentKeyState[300] = 1; break; // raylib KEY_F11 + case 0x34: currentKeyState[301] = 1; break; // raylib KEY_F12 + default: break; + } + + if (keysBuffer[i + 2] == 0x5b) i += 4; + else if ((keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) i += 5; } + else + { + switch (keysBuffer[i + 2]) + { + case 0x41: currentKeyState[265] = 1; break; // raylib KEY_UP + case 0x42: currentKeyState[264] = 1; break; // raylib KEY_DOWN + case 0x43: currentKeyState[262] = 1; break; // raylib KEY_RIGHT + case 0x44: currentKeyState[263] = 1; break; // raylib KEY_LEFT + default: break; + } - i += 2; // Jump to next key - - // NOTE: Other special function keys (F1, F2...) are not contempled for this keyboardMode... - // ...or they are just not directly keymapped (CTRL, ALT, SHIFT) + i += 3; // Jump to next key + } + + // NOTE: Some keys are not directly keymapped (CTRL, ALT, SHIFT) } } - else if (key == 0x0a) currentKeyState[257] = 1; // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*) - else if (key == 0x7f) currentKeyState[259] = 1; - else - { - TraceLog(DEBUG, "Pressed key (ASCII): 0x%02x", key); - - currentKeyState[key] = 1; - } - - // Detect ESC to stop program - if ((key == 0x1b) && (numKeysBuffer == 1)) windowShouldClose = true; } - else if (keyboardMode == 1) // keycodes (K_MEDIUMRAW mode) + else if (keysBuffer[i] == 0x0a) currentKeyState[257] = 1; // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*) + else if (keysBuffer[i] == 0x7f) currentKeyState[259] = 1; // raylib KEY_BACKSPACE + else { - TraceLog(DEBUG, "Pressed key (keycode): 0x%02x", key); + TraceLog(DEBUG, "Pressed key (ASCII): 0x%02x", keysBuffer[i]); - // NOTE: Each key is 7-bits (high bit in the byte is 0 for down, 1 for up) - - // TODO: Review (or rewrite) this code... not clear... replace by events! - - int asciiKey = -1; - - // Convert keycode to some recognized key (ASCII or GLFW3 equivalent) - if (key < 128) asciiKey = (int)UnixKeycodeToASCII[key]; - - // Record equivalent key state - if ((asciiKey >= 0) && (asciiKey < 512)) currentKeyState[asciiKey] = 1; - - // In case of letter, we also activate lower case version - if ((asciiKey >= 65) && (asciiKey <=90)) currentKeyState[asciiKey + 32] = 1; - - // Detect KEY_ESC to stop program - if (key == 0x01) windowShouldClose = true; - } - - - // Same fucnionality as GLFW3 KeyCallback() - /* - if (asciiKey == exitKey) windowShouldClose = true; - else if (key == GLFW_KEY_F12 && action == GLFW_PRESS) - { - TakeScreenshot(); - } - */ - } - - // TODO: Gamepad support (use events, easy!) -/* - struct js_event gamepadEvent; - - read(gamepadStream, &gamepadEvent, sizeof(struct js_event)); - - if (gamepadEvent.type == JS_EVENT_BUTTON) - { - switch (gamepadEvent.number) - { - case 0: // 1st Axis X - case 1: // 1st Axis Y - case 2: // 2st Axis X - case 3: // 2st Axis Y - case 4: + // Translate lowercase a-z letters to A-Z + if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122)) { - if (gamepadEvent.value == 1) // Button pressed, 0 release - - } break; - // Buttons is similar, variable for every joystick - } - } - else if (gamepadEvent.type == JS_EVENT_AXIS) - { - switch (gamepadEvent.number) - { - case 0: // 1st Axis X - case 1: // 1st Axis Y - case 2: // 2st Axis X - case 3: // 2st Axis Y - // Buttons is similar, variable for every joystick + currentKeyState[(int)keysBuffer[i] - 32] = 1; + } + else currentKeyState[(int)keysBuffer[i]] = 1; } } -*/ -#endif + + // Check exit key (same functionality as GLFW3 KeyCallback()) + if (currentKeyState[exitKey] == 1) windowShouldClose = true; + + // Check screen capture key + if (currentKeyState[301] == 1) TakeScreenshot(); // raylib key: KEY_F12 (GLFW_KEY_F12) +} + +// Restore default keyboard input +static void RestoreKeyboard(void) +{ + // Reset to default keyboard settings + tcsetattr(STDIN_FILENO, TCSANOW, &defaultKeyboardSettings); + + // Reconfigure keyboard to default mode + ioctl(STDIN_FILENO, KDSKBMODE, defaultKeyboardMode); } -#if defined(PLATFORM_RPI) // Mouse initialization (including mouse thread) static void InitMouse(void) { @@ -2179,116 +2379,137 @@ static void InitMouse(void) // if too much time passes between reads, queue gets full and new events override older ones... static void *MouseThread(void *arg) { - struct input_event mouseEvent; + const unsigned char XSIGN = 1<<4, YSIGN = 1<<5; + + typedef struct { + char buttons; + char dx, dy; + } MouseEvent; + + MouseEvent mouse; + + int mouseRelX = 0; + int mouseRelY = 0; while(1) { - // NOTE: read() will return -1 if the events queue is empty - read(mouseStream, &mouseEvent, sizeof(struct input_event)); - - // Check event types - if (mouseEvent.type == EV_REL) // Relative motion event + if (read(mouseStream, &mouse, sizeof(MouseEvent)) == (int)sizeof(MouseEvent)) { - if (mouseEvent.code == REL_X) - { - mousePosition.x += (float)mouseEvent.value; - - // Screen limits X check - if (mousePosition.x < 0) mousePosition.x = 0; - if (mousePosition.x > screenWidth) mousePosition.x = screenWidth; - } - - if (mouseEvent.code == REL_Y) - { - mousePosition.y += (float)mouseEvent.value; + if ((mouse.buttons & 0x08) == 0) break; // This bit should always be set + + // Check Left button pressed + if ((mouse.buttons & 0x01) > 0) currentMouseState[0] = 1; + else currentMouseState[0] = 0; - // Screen limits Y check - if (mousePosition.y < 0) mousePosition.y = 0; - if (mousePosition.y > screenHeight) mousePosition.y = screenHeight; - } + // Check Right button pressed + if ((mouse.buttons & 0x02) > 0) currentMouseState[1] = 1; + else currentMouseState[1] = 0; + + // Check Middle button pressed + if ((mouse.buttons & 0x04) > 0) currentMouseState[2] = 1; + else currentMouseState[2] = 0; + + mouseRelX = (int)mouse.dx; + mouseRelY = (int)mouse.dy; + + if ((mouse.buttons & XSIGN) > 0) mouseRelX = -1*(255 - mouseRelX); + if ((mouse.buttons & YSIGN) > 0) mouseRelY = -1*(255 - mouseRelY); + + // NOTE: Mouse movement is normalized to not be screen resolution dependant + // We suppose 2*255 (max relative movement) is equivalent to screenWidth (max pixels width) + // Result after normalization is multiplied by MOUSE_SENSITIVITY factor - if (mouseEvent.code == REL_WHEEL) - { - // mouseEvent.value give 1 or -1 (direction) - } - } - else if (mouseEvent.type == EV_KEY) // Mouse button event - { - if (mouseEvent.code == BTN_LEFT) currentMouseState[0] = mouseEvent.value; - if (mouseEvent.code == BTN_RIGHT) currentMouseState[1] = mouseEvent.value; - if (mouseEvent.code == BTN_MIDDLE) currentMouseState[2] = mouseEvent.value; - } + mousePosition.x += (float)mouseRelX*((float)screenWidth/(2*255))*MOUSE_SENSITIVITY; + mousePosition.y -= (float)mouseRelY*((float)screenHeight/(2*255))*MOUSE_SENSITIVITY; + + if (mousePosition.x < 0) mousePosition.x = 0; + if (mousePosition.y < 0) mousePosition.y = 0; + + if (mousePosition.x > screenWidth) mousePosition.x = screenWidth; + if (mousePosition.y > screenHeight) mousePosition.y = screenHeight; + } + //else read(mouseStream, &mouse, 1); // Try to sync up again } return NULL; } -// Initialize Keyboard system (using standard input) -static void InitKeyboard(void) +// Init gamepad system +static void InitGamepad(void) { - // NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor - - // Make stdin non-blocking (not enough, need to configure to non-canonical mode) - int flags = fcntl(STDIN_FILENO, F_GETFL, 0); // F_GETFL: Get the file access mode and the file status flags - fcntl(STDIN_FILENO, F_SETFL, flags | O_NONBLOCK); // F_SETFL: Set the file status flags to the value specified - - // Save terminal keyboard settings and reconfigure terminal with new settings - struct termios keyboardNewSettings; - tcgetattr(STDIN_FILENO, &defaultKeyboardSettings); // Get current keyboard settings - keyboardNewSettings = defaultKeyboardSettings; - - // New terminal settings for keyboard: turn off buffering (non-canonical mode), echo and key processing - // NOTE: ISIG controls if ^C and ^Z generate break signals or not - keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG); - //keyboardNewSettings.c_iflag &= ~(ISTRIP | INLCR | ICRNL | IGNCR | IXON | IXOFF); - keyboardNewSettings.c_cc[VMIN] = 1; - keyboardNewSettings.c_cc[VTIME] = 0; - - // Set new keyboard settings (change occurs immediately) - tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings); - - // NOTE: Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE, we change that! - - // Save old keyboard mode to restore it at the end - if (ioctl(STDIN_FILENO, KDGKBMODE, &defaultKeyboardMode) < 0) + if ((gamepadStream = open(DEFAULT_GAMEPAD_DEV, O_RDONLY|O_NONBLOCK)) < 0) { - // NOTE: It could mean we are using a remote keyboard through ssh! - TraceLog(WARNING, "Could not change keyboard mode (SSH keyboard?)"); - - keyboardMode = 2; // ASCII + TraceLog(WARNING, "Gamepad device could not be opened, no gamepad available"); } else { - // We reconfigure keyboard mode to get: - // - scancodes (K_RAW) - // - keycodes (K_MEDIUMRAW) - // - ASCII chars (K_XLATE) - // - UNICODE chars (K_UNICODE) - ioctl(STDIN_FILENO, KDSKBMODE, K_MEDIUMRAW); + gamepadReady = true; - keyboardMode = 1; // keycodes - } + int error = pthread_create(&gamepadThreadId, NULL, &GamepadThread, NULL); - // Register keyboard restore when program finishes - atexit(RestoreKeyboard); + if (error != 0) TraceLog(WARNING, "Error creating gamepad input event thread"); + else TraceLog(INFO, "Gamepad device initialized successfully"); + } } -// Restore default keyboard input -static void RestoreKeyboard(void) +// Process Gamepad (/dev/input/js0) +static void *GamepadThread(void *arg) { - // Reset to default keyboard settings - tcsetattr(STDIN_FILENO, TCSANOW, &defaultKeyboardSettings); - - // Reconfigure keyboard to default mode - ioctl(STDIN_FILENO, KDSKBMODE, defaultKeyboardMode); -} + #define JS_EVENT_BUTTON 0x01 // Button pressed/released + #define JS_EVENT_AXIS 0x02 // Joystick axis moved + #define JS_EVENT_INIT 0x80 // Initial state of device -// Init gamepad system -static void InitGamepad(void) -{ - // TODO: Gamepad support - if ((gamepadStream = open(DEFAULT_GAMEPAD_DEV, O_RDONLY|O_NONBLOCK)) < 0) TraceLog(WARNING, "Gamepad device could not be opened, no gamepad available"); - else TraceLog(INFO, "Gamepad device initialized successfully"); + struct js_event { + unsigned int time; // event timestamp in milliseconds + short value; // event value + unsigned char type; // event type + unsigned char number; // event axis/button number + }; + + // These values are sensible on Logitech Dual Action Rumble and Xbox360 controller + const int joystickAxisX = 0; + const int joystickAxisY = 1; + + // Read gamepad event + struct js_event gamepadEvent; + + while (1) + { + if (read(gamepadStream, &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event)) + { + gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events + + // Process gamepad events by type + if (gamepadEvent.type == JS_EVENT_BUTTON) + { + TraceLog(DEBUG, "Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value); + + if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS) + { + // 1 - button pressed, 0 - button released + gamepadButtons[gamepadEvent.number] = (int)gamepadEvent.value; + } + } + else if (gamepadEvent.type == JS_EVENT_AXIS) + { + TraceLog(DEBUG, "Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value); + + if (gamepadEvent.number == joystickAxisX) gamepadAxisX = (int)gamepadEvent.value; + if (gamepadEvent.number == joystickAxisY) gamepadAxisY = (int)gamepadEvent.value; + /* + switch (gamepadEvent.number) + { + case 0: // 1st Axis X + case 1: // 1st Axis Y + case 2: // 2st Axis X + case 3: // 2st Axis Y + } + */ + } + } + } + + return NULL; } #endif @@ -2306,6 +2527,10 @@ static void SwapBuffers(void) // NOTE: Global variables renderWidth/renderHeight can be modified static void SetupFramebufferSize(int displayWidth, int displayHeight) { + // TODO: SetupFramebufferSize() does not consider properly display video modes. + // It setups a renderWidth/renderHeight with black bars that could not match a valid video mode, + // and so, framebuffer is not scaled properly to some monitors. + // Calculate renderWidth and renderHeight, we have the display size (input params) and the desired screen size (global var) if ((screenWidth > displayWidth) || (screenHeight > displayHeight)) { @@ -2436,6 +2661,10 @@ static EM_BOOL EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent // Register touch points count gestureEvent.pointCount = touchEvent->numTouches; + // Register touch points id + gestureEvent.pointerId[0] = touchEvent->touches[0].identifier; + gestureEvent.pointerId[1] = touchEvent->touches[1].identifier; + // Register touch points position // NOTE: Only two points registered // TODO: Touch data should be scaled accordingly! @@ -2444,8 +2673,16 @@ static EM_BOOL EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY }; gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].targetX, touchEvent->touches[1].targetY }; - touchPosition = gestureEvent.position[0]; + touchPosition[0] = gestureEvent.position[0]; + touchPosition[1] = gestureEvent.position[1]; + // Normalize gestureEvent.position[x] for screenWidth and screenHeight + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + gestureEvent.position[1].x /= (float)GetScreenWidth(); + gestureEvent.position[1].y /= (float)GetScreenHeight(); + // Gesture data is sent to gestures system for processing ProcessGestureEvent(gestureEvent); // Process obtained gestures data @@ -2469,7 +2706,6 @@ static void LogoAnimation(void) int bottomSideRecWidth = 16; int rightSideRecHeight = 16; - char raylib[8] = " "; // raylib text array, max 8 letters int state = 0; // Tracking animation states (State Machine) float alpha = 1.0f; // Useful for fading @@ -2511,17 +2747,6 @@ static void LogoAnimation(void) framesCounter = 0; } - switch (lettersCount) - { - case 1: raylib[0] = 'r'; break; - case 2: raylib[1] = 'a'; break; - case 3: raylib[2] = 'y'; break; - case 4: raylib[3] = 'l'; break; - case 5: raylib[4] = 'i'; break; - case 6: raylib[5] = 'b'; break; - default: break; - } - if (lettersCount >= 10) // When all letters have appeared, just fade out everything { alpha -= 0.02f; @@ -2568,7 +2793,7 @@ static void LogoAnimation(void) DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha)); - DrawText(raylib, screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha)); + DrawText(SubText("raylib", 0, lettersCount), screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha)); } EndDrawing(); |
